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This talk examines how the sounds were created for the independent 2D liquid physics puzzle game Vessel. All sounds were created using FMOD and Lua for the more complicated audio behaviors. Live examples will be shown from the game to show the modulation of parameters and the resulting sound. Pure Data and Open Sound Control were also utilized for rapid prototyping. Nearly all game events are physics-based triggers which require the audio design to reacts to rapid object dynamics generated by the game.

All sounds in the game were custom without the use of pre-existing sound effect libraries. Techniques of dynamic sound design will examine the methods of sequencing, layering, layered sequencing, spectral layering, effects parameter modulation, asymmetric loops and granulation. The overall goal for the audio was to create the illusion for the player where every drop of water is convincingly detailed.